This is my first java game, and actually the first one i worked to a point where it is (at least) playable. Enjoy

It was done using Java2D, and i had a lot of fun developing it, from art to mechanics. Also i'm now laughing at my old code, i guess that's a good sign.I had some more stuff planned (i still do, to be honest ) for the game, so you might notice it's still quite simple, with few mechanics and no sound/music. You might find it boring. But it has potential for a lot more of levels, powerups and different bosses, and i expect to expand it as time goes on.

I didn't test it on other computers, so i'd like to hear from you guys how fast it runs, if it's choppy, lagging or crashing. I got a steady 500fps at all the time, but i shouldn't take that as a global parameter. Yet, i had to do some workaround on the assets, in order to use less processing power.

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About the game? Well, it's a mix of megamania and a reflex test. You gotta try:

You already mentioned that you don't have any sound but once you add that in it will make a big difference. (I know you know this but I'd still like to say it)

The game play was great but at least for me I feel that the difficulty should go up with level and not certain levels like 8-9 being harder than level 25, but maybe you're going for a randomized feel, I'm not sure.

I'd also like to comment on how much I hate a score system that awards billions of points for everything, it makes me not care about my score, but that's just personal preference.

More abilites please, they are fun to use !

Other than that the game feels professionally done, good work.

Edit: When you hold down left click you can't move your mouse, even if you're not using an ability, is that intentional? Oh and I ran on a very smooth FPS rate anywhere from 300 - 550.

I was planning to add the music before showing off, but i was worried, since no sound = 80mb ram usage, with sound = 220mb D:The score system really needs a revamp (Actually it has no point, since you gotta break all the boxes to advance. The only factor here is the time speed bonus and breaking bombs with thunders)

Quick suggestion, instead of just copy and pasting the contents of mouseMoved to mouseDragged, I suggest you call mouseMoved from inside mouseDragged. This way when you change anything inside mouseMoved, you won't have to remember to change it in mouseDragged too

One feature suggestion is to resolve the behaviour of dragging a mouse over a box so quickly that the mouseMove call does not catch the mouse over the box (causing it to pretty much pass through). This can be done with a line segment collision detection by subtracting the velocity vector of the box from the velocity vector of the mouse move to form a line-segment for that mouse that you can check against the four edges of the boxes.

Tested it again on my desktop, worked perfect, pretty well done, I would like a smaller cursor, since you need to be precise to break the boxes, also I didn´t get right away that the bombs were a BAD thing